Standard American yellow card – OK bridge style
 
GENERAL APPROACH
 
Normally open five-card majors in all seats.
Open the higher of long suits of equal length: 5-5 or 6-6.
Normally open 1D with 4-4 in the minors.
Normally open 1C with 3-3 in the minors.
Notrump openings show a balanced hand and can be made with a five-card
    major or minor suit.  
    1NT = 15-17
    2NT = 20-21
    3NT = 25-27
Strong artificial 2C opening.
Weak two-bids in diamonds, hearts and spades.
 
RESPONSES AND LATER BIDDING AFTER A 15-17 1NT OPENING
 
2C is "non-forcing" Stayman, meaning that the bidding can stop in two of a suit.
Opener  must  rebid  either 2D, 2H, or 2S.  Usually responder has a minimum of 8
hcp.  However, it can be used in  cases  where  responder  has  little  hcp  and
intends  to  pass  any  response,  i.e.  if responder has 4-4-4-1 shape and club
singleton, any response  can  be  passed  and  hopefully  assured  of  a  better
contract.    If  opener  has 4-4 in majors, opener bids 2H.  If responder rebids
three of either minor, it shows slam interest and at least a five-card suit.  If
responder  instead  bids other major, it shows 5 cards in that major (implying 4
in other), but is forcing to game only if bid at 3 level. 
 
Jacoby transfers show a five-card suit and are used for  the  majors:  2D  is  a
transfer  to hearts, 2H is a transfer to spades. Opener MUST accept the transfer
though he can jump to the three level with 17 points and four-card  support  for
responder's  major.   (Note: Do not use with exactly 4 cards in other major.  In
that case, use Stayman.) For example: 
    1NT -- 2D
    2H = normal acceptance of the transfer
    3H = 17 points and four-card heart support
 
If, after the transfer is accepted, responder bids a new suit, that  is  natural
and  game  forcing  (except for 1NT-2D-2H-2S which is not). Possible calls after
the accepted transfer are: 
    1NT-2H-2S-
        -- Pass = content to play 2S.  
        -- 2NT, 3S = invitational. Over 2NT opener can pass or
                     return to 3S with a minimum hand; bid 3NT or
                     4S with a maximum.
        -- 3C, 3D, 3H = natural and game forcing.  Shows 5 cards if
                    other major.  If minor, often slam try.
        -- 3NT = asking for a choice between 3NT and 4S.  
        -- 4S = placing the contract, with a six-card or longer suit.
 
A 2S response requires the 1NT bidder to rebid 3C, which can be  passed  with  a
club bust, or responder can rebid 3D with a diamond bust. 
Example:
    1NT -- 2S
    3C  -- Pass = club bust.
        -- 3D = diamond bust (notrump opener passes).
 
Other responses to 1NT:
    1NT -- 3C, 3D = invitational to 3NT with a six-card or longer suit.
        -- 3H, 3S = At least a six-card suit and slam interest (otherwise
                    responder uses a transfer bid).
        -- 4C = Gerber, asking for aces. 4C IS GERBER OVER ANY 1NT OR
                2NT BID BY PARTNER INCLUDING A REBID OF 1NT or 2NT.
                Responses show the number of aces, by steps, just as
                over a Blackwood 4NT. (5C is used to ask for kings.)
 
                Ace Asking                      King Asking
        1NT -- 4C                       1NT -- 4C
        4D = 0 or 4 aces                4x  -- 5C
        4H = 1 ace                      5D = 0 or 4 kings
        4S = 2 aces                     5H = 1 king
        4NT = 3 aces                    5S = 2 kings
                                        5NT = 3 kings
 
If the player using Gerber makes  any  bid  other  than  5C,  that  is  to  play
(including 4NT). 
 
A direct raise  of  1NT  to  4NT  is  natural  and  invites  6NT.  4NT  is  slam
invitational only because 4C is available as Gerber. 
 
INTERFERENCE AFTER 1NT OPENING BIDS
 
If the opponents double, all conventional responses are "on." For example:
 
    1NT -- (double) -- 2C = (Stayman).
                    -- 2D = (transfer to hearts)
 
If the opponents bid over your 1NT opener, Stayman and transfers are "off." Bids
are natural except for a cuebid, which can be used with game force strength as a
substitute for Stayman. 
 
If Jacoby transfer is doubled, opener may pass, XX to  show  strong  holding  in
doubled  suit,  complete  transfer  to show 3+ trumps, or jump to 3 of suit.  If
opener passes or XX, responder may make normal bid, XX or pass to play, or bid 2
of major to signoff. 
 
If transfer is overcalled, opener may bid 3 of major only with  good  supporting
hand,  X for penalty, or pass.  If opener passes, responder may make normal bid,
X to show strength, or pass. 
 
If Stayman is doubled, opener may make normal  rebid,  pass  with  4  clubs,  or
redouble with 5 clubs or 4 good clubs.  If Stayman is overcalled, opener may bid
a 4 card major at the 2 two-level, double  for  penalty  with  4  cards  in  the
opponent's  suit,  or  pass.  In any event, responder may continue with a normal
rebid or double for penalty. 
 
 
RESPONSES TO A 2NT OR 3NT OPENING
 
Stayman and Jacoby transfers for the majors are used.
 
    2NT -- 3C = Stayman.
        -- 3D, 3H = Jacoby transfers to hearts and spades respectively.
        -- 4C = Gerber.
        -- 4NT = Inviting a slam in notrump.
    3NT -- 4C = Stayman.
        -- 4D, 4H = Jacoby transfers to hearts and spades respectively.
 
RESPONSES AND LATER BIDDING AFTER A 1 H OR 1 S OPENING
 
1H and 1S openings show a five-card or longer suit. Responses:
    1H -- 1S = at least four spades, 6 or more points. Tends to deny
               a heart fit.
       -- 1NT = 6-10 points, denies four spades or three hearts. NOT 
                forcing.
       -- 2C, 2D = 11 points or more, promises at least four of the suit.
       -- 2H = three-card or longer heart support; 6-10 dummy points.
       -- 2NT = Game-forcing raise ("Jacoby 2NT"), 13+ dummy points.
                Asks opener to show a short suit to help responder
                evaluate slam prospects. (See below for other responses).
       -- 2S, 3C, 3D = strong jump shifts.  Invite a slam.
       -- 3H = limit raise (10-12 dummy points with three or more hearts.
          It might be better, however, to bid 1NT with only 10 points, weak
          3 card support, and a balanced hand).
       -- 3NT = 15-17 HCP, balanced hand with two-card support for partner.
          (since this bids crowds the auction, consider it only if hand
           is ideal for 3NT, i.e. no honors in partner's suit and/or
           lots of J and Qs rather than A and Ks)
       -- 4H = usually 5+ hearts, a singleton or void, and fewer than 10 HCP.
 
Opener's rebids are natural and standard.
Rebids with a minimum hand (13-16 points):
    Rebidding notrump at the cheapest available level;
    Raising responder's suit at the cheapest level (this can be done
        with good three-card support if desired);
    Rebidding a new suit (but not reversing);
    Rebidding opener's suit at the lowest level.
Rebids with a medium hand (17-18) points:
    Jump raise or jump rebid of opener's suit;
    Reverse in a new suit
    Non-reverse bid in a new suit (this has the wide range of 13-18 
        points).
With a maximum hand (19-21 or 22 points) opener must make a very strong
rebid:
    Jump in notrump;
    Double jump raise in responder's suit or double jump rebid of opener's 
        suit;
    Jump shift in a new suit.
        If responder jumps to 2NT over a 1H or 1 S opening, that is
        Jacoby 2NT, asking opener to show a singleton or void. If
        opener has no short suit, he shows his hand strength;
            1H -- 2NT
            3C, 3D, 3S = singleton or void in that suit. Other bids
                         deny a short suit.
            4H = minimum hand.
            3NT = medium hand (15-17).
            3H = maximum hand (18+).
 
    Responder follows up by attempting to sign off in game, bidding 4NT
    Blackwood, or cuebidding if still interested in trying to cooperate
    with opener in making the slam decision.
 
SUBSEQUENT BIDDING BY RESPONDER
 
If responder has bid a suit at the one level,  he  next  determines  whether  he
wishes  to  sign  off in a partscore, invite game, sign off in game, or force to
game and get more information about opener's hand.  Having made his  choice,  he
selects the best available bid. 
 
Bids available for signoff in partscore: Pass, 1NT, 2 of a previously bid suit. 
    1H -- 1S
    2C -- Pass, 2H, 2S = 6-10 points, signoff in partscore.
 
Bids available for inviting game: 2NT, 3 of a previously bid suit:
    1H -- 1S
    2D -- 2NT, 3D, 3H, 3S = 11-12 points, inviting game.
 
Second-round forcing bids. A new suit response (other than after a 1NT rebid  by
opener)  is  a one-round force (but not forcing to game). If it is a fourth suit
in the auction, it may be artificial (4th suit  forcing,  which  is  alertable).
(Exception is 1C-1D-1H-1S, which is natural). 
    1H -- 1S
    2C -- 2D = one-round force, could be artificial.
.. but ...
    1H -- 1S
    1NT-- 2C, 2D = non-forcing. Responder must jump shift to 3C or 3D
                   to force game.
After 4th suit forcing, opener should
1) bid responder's 1st suit with 3 cards, jump raise with more than minimum
2) Rebid 2nd suit shows weak hand (jump rebid shows extra values, very
   distributional)  (Rebid 1st suit instead of 2nd if that bid is lower).
3) bid NT to show stopper in 4th suit and extra values (jump to game with
   exceptional strength)
4) raise 4th suit with 4 cards
5) rebid 1st suit with extra strength and length.
 
Second round forcing bids following a 1NT rebid by opener:  A  reverse  or  jump
shift into a new suit is a game force. 
    1C -- 1H
    1NT -- 2S or 3D = game force.
 
Bids available for signing off in game.
    3NT, 4H, 4S, 5C, 5D.
 
If responder initially bids a new suit at the two level, the  same  rules  apply
EXCEPT that a subsequent jump raise of opener's first suit to the THREE LEVEL is
game forcing (responder should make a limit raise directly over the opening with
10-12 points and at least three-card support): 
    1S -- 2C
    2H -- 2NT, 3C, 3H = Invitational to game (11-12 points).
       -- 2S = Preference, not forcing. Responder has 11-12 points and
               a doubleton spade.
       -- 3D = Game force, could be artificial.
       -- 3S = Game force.
 
NOTE: Responder promises to bid again if he responded with a new suit at the two
level unless opener's rebid is at the game level. 
    1S -- 2C
    2D = forcing one round. Responder can limit his hand by bidding 2S,
         2NT, 3C, or 3D at this point. He should not pass, since opener
         could have 18 points (just short of a jump shift rebid).
 
RESPONSES TO A 1C or 1D OPENING
 
A 1D opener suggests a four-card or longer suit, since 1C is preferred on  hands
where  a  three-card  minor  suit  must  be opened. The exception is a hand with
4-4-3-2 shape: four spades, four hearts, three diamonds, and  two  clubs,  which
should be opened 1D. 
 
Responses and later bidding generally follow the ideas set down in the  previous
section.  Bidding at the one level is up-the-line in principle.  Responder needs
more trumps to raise (4 to raise 1D; 5 to raise 1 C, though one less trump  will
do  in  a  pinch  in  a  competitive  sequence).    Responses of 2NT and 3NT are
standard: 
    1C -- 2NT = 13-15, game forcing
       -- 3NT = 16-17
There is no forcing minor-suit raise.
 
A 2C OPENING, RESPONSES AND LATER BIDDING
 
A 2C opening shows at least 22+ points, or the playing equivalent.
Responses:
    2C -- 2D = artificial, could be "waiting" with a good hand not
               suited to a positive response.
       -- 2H, 2S, 3C, 3D = natural and game forcing. At least a
                           five-card suit and 8 points.
       -- 2NT = a balanced 8 HCP.
 
If opener rebids 2NT after a  2D  response  (showing  22-24  points),  the  same
responses are used as over a 2NT opening: 
    2C  -- 2D
    2NT -- 3C = Stayman.
        -- 3D, 3H = Jacoby transfers to hearts and spades respectively.
        -- 4C = Gerber.
        -- 4NT = Inviting a slam in notrump.
 
If opener rebids a suit over a 2D response, the  bidding  is  forcing  to  3  of
opener's  major  or  4  of  opener's minor.  In most cases opener has at least 5
cards in the suit bid, unless opener  has  4-4-4-1  shape,  in  which  case  the
strongest suit should be bid. 
    2C -- 2D
    2H -- 2S
    3H = not forcing.
 
SEQUENCE AFTER A WEAK TWO-BID OF 2D, 2H, OR 2S
 
Weak two-bids show a six-card suit of reasonable quality and 5-11 HCP.  On  rare
occasions  it  may  be a very good five-card suit. It is possible to open a weak
two with a poor seven-card suit (not good enough  to  open  with  at  the  three
level).   It should normally not be used if hand also contains 4 cards (or more)
in a major side suit.  Responses: 
 
    A 2NT response is forcing, showing game interest. (This applies
    also if the opponents intervene with a double or a bid.) Opener
    rebids his suit with a minimum weak two (5-8 points).  With a
    maximum hand opener bids another suit to show a "feature" (ace or
    king in that suit); lacking a feature he raises to 3NT and lets
    responder place the contract.  With a maximum hand and a side
    4 or 5 card minor suit (headed at least by Q) opener should bid
    4 of that minor suit.
 
    Any raise of opener's suit is to play and could be preemptive. A
    3NT response is also to play.
 
    "RONF" on the card means "Raise Only Non-Force." A new suit
    response is forcing one round and shows at least a five-card suit.
    Opener should raise a major suit response with a three-card fit, or
    perhaps with a doubleton honor.
 
    With no fit for responder's suit, opener rebids:
 
        With a minimum weak two-bid (5-8 points), rebid the suit at the
        cheapest level.
 
        With a maximum weak two-bid, name a new suit or bid notrump.
 
RESPONSES TO PREEMPTS HIGHER THAN 2
 
Any new suit (non-game) response to a preemptive opening bid of  3  or  more  is
forcing. 
 
SLAM BIDDING
 
Blackwood 4NT is used to ask for aces. Responses show  the  number  of  aces  by
steps.  5NT  is then used to ask for kings; 5NT guarantees the partnership holds
all four aces. 
    --  --  --                  --  --  --
    --  --  4NT                 --  --  4NT
                                5x  --  5NT
    5C = 0 or 4 aces            6C -- 0 or 4 kings
    5D = 1 ace                  6D -- 1 king
    5H = 2 aces                 6H -- 2 kings
    5S = 3 aces                 6S -- 3 kings
 
A jump to 5NT (and some 5NT bids when the auction  is  at  the  five  level)  is
"Grand Slam Force", asking partner to bid a grand slam with two of the three top
trump honors;
 
    5NT -- 6 of the trump suit = fewer than two top trump honors (A, K,
           or Q).
        -- 7 of the trump suit = two of the three top trump honors.
 
If the Blackwood bidder wishes to sign off the bidding in 5NT  (after  realizing
too  many  aces  are  missing),  it can be done by bidding an "unplayable" suit,
after which responder should bid 5NT, i.e. 1H-2D-3D-4NT-5D-5S.
 
Here are some general rules for cue bidding to find controls once a  trump  suit
has been agreed on.  A cue bid is a non-jump bid in an unbid suit (by your side)
past 3 of the agreed trump suit.  If the trump suit is a minor  suit  and  there
are  more  than  one  unbid suits, and the bid is below 3NT, it may not be a cue
bid, but rather showing natural suit or a stopper for NT.  
 
Rules for cue bids:
 
        (1)  Bid unbid suits first (by your side), and Aces before voids.
        (2)  Plan your cue bids.  The cheapest cue bid may not be the 
            best bid, as it may cause your next cue bid to be higher 
            than if you reversed the order. I.e., 4C-4x-4S rather than 
            3S-4x-5C.
        (3)  Cue aces first, kings second.  On occasions, especially if
            you are known to be weak, it is necessary to cue a second
            round control before first round control in that suit has 
            been shown or denied.
        (4)  Below game, return a cue only if slam appears possible -
            with a poor minimum return to the trump suit.  If partner cues
            again, or cues above game you must return the cue if possible.
        (5)  To cue above five of the trump suit is a try for seven.
        (6)  If either partner is able to judge the correct final contract
            he should bid it as soon as possible.
        (7)  If a cue bid is doubled, redouble shows second round control of 
            that suit, to pass is neutral conveying some interest.
        (8)  Avoid cue bidding singleton or voids in a suit bid naturally
            bid by your partner.
 
DEFENSIVE BIDDING
 
Overcalls show 8-16 points (double and bid the long suit with a stronger  hand).
The  only  forcing  response is a cuebid of opener's suit, asking the overcaller
about the quality of his overcall: 
 
    (1D)   -- 1S -- (Pass) -- 2D
    (Pass) -- 2S = minimum overcall.
           -- other = extra strength (11 or 12 points minimum).
 
Responses to a 1 level overcall are as follows:
        Raise: 3+ trumps, 6-11 points
        Double Raise: 4+ trumps, 10-12 points
        Game: Weak distribution hand, 4+ trumps
        1NT: 9-12 points
        2NT: 11-13 points non-jump, 13-15 jump
        3NT: 15-16 points
        New suit: Not forcing, usually denies fit in overcaller's suit
        Cue bid: Game forcing.
 
NOTE: After raising overcall, do not raise again in competitive auction.
 
A 1NT overcall shows 15-18 points and a balanced hand (preferably a  stopper  in
opener's  suit). No artificial responses are used to the 1NT overcall except 2C,
which is Stayman. 
 
A jump overcall of 2NT is Unusual NT and shows at least 5-5  in  the  lower  two
unbid  suits.   It can also be bid over a strong 2C opening, but not over a weak
2-bid, in which case 2NT shows 16-19 points.  Responses to it are:    Preference
bid,  jump preference bid (mostly preemptive), cue bid for game or slam try, new
suit (not forcing), 3NT, or 4NT which is blackwood. 
 
Jump overcalls are preemptive, showing the same values as an opening bid at  the
same level: 
    (1D) -- 2S = a hand that would open a weak two-bid in spades.
         -- 3C = a hand that would open 3C.
Jump overcalls do not apply when in balancing position, over a non-forcing raise
(i.e. 1H-P-2H-), after a 1NT opening, or after a preemptive bid.
 
A cuebid overcall when the opponents have bid two suits  is  natural  in  either
suit. 
 
A cuebid overcall, when the opponents have bid only one  suit,  is  a  "Michaels
cuebid",  showing  a 5-5 two-suiter (or more distributional).  If the opening is
in a minor suit, the cuebid shows the majors; if the opening is in a major,  the
cuebid shows the other major and an unspecified minor.
    (1D) -- 2D = at least 5-5 in the majors, 8 points or more.
    (1S) -- 2S = at least 5-5 in hearts and a minor; 10 points or more.
Responder can bid 2NT over a major suit cuebid to ask for partner's minor.
    (1H)   -- 2H -- (Pass) -- 2NT (asks for the minor).
    (Pass) -- 3C = club suit.
           -- 3D = diamond suit.
In a competitive auction, if 2NT is not available  responder  may  bid  4C  (not
forcing) or 4NT (forcing) in order to locate minor.  3NT is always to play. 
 
Reopening bids mean much the same as  direct  seat  bids,  though  they  can  be
lighter at the minimum end. A reopening 1NT after an opponent has opened and his
partner passes, shows 10-15 points. This is a wide  range  but  there  will  not
usually  be  a  game  on  for  you.  With  a  good suit and opening values, jump
overcall. X followed by 2NT shows 16-17 points, a direct 2NT 18-20. A cuebid is
a takeout double with a void in opener's suit. 
 
Doubles are for takeout over opening partscore bids (4 D or lower); penalty over
opening game bids (4H or higher). A below-game jump response to a takeout double
is invitational. To force, responder cuebids opener's suit. 
 
Versus opening preempts, overcalls in suits or notrump are natural; cuebids  are
Michaels.
 
COMPETITIVE BIDDING
 
There is almost an endless variety of possible sequences, so  it  pays  to  have
simple guidelines to prevent bidding misunderstandings: 
 
Bids mean the same thing they meant without the intervening bid.   It  does  not
guarantee  extra  points.   However it is sometimes necessary to pick a bid that
would normally have been a second choice without the overcall: 
    1D -- (Pass) -- 1S -- (2C)
    2S with S J43 H A875 D AQJ4 C J3 (rebid 1NT if RHO has passed).
 
Cuebidding RHO's suit shows values for game  without  clear  direction  for  the
moment. This is often used to show a game-forcing raise: 
    1S -- (2C) -- 3C = game force; usually a raise.
 
Responses at the 1 level to opener after an overcall have the  same  meaning  as
without.    Responder  should stretch to raise partner with support for opener's
suit.  New suit responses at the 2 level usually show at least 5  cards  and  10
points.  If at 3 level, it is game forcing. 
 
Negative doubles are used through 2S promising four cards (at least) in  one  of
the  unbid  major.  Note:  The exception is after 1C-1D, after which it promises
both unbid majors. Bidding a major at the two level or higher shows 11  or  more
points and a five-card or longer suit. 
    1C -- (1D)-- Double = 4-4 or better in the majors.
    1D -- (1H)-- Double = exactly four spades (1S promises five).
    1D -- (1S)-- Double = four hearts and 6+ points or five hearts and
                          5-10 points.
Responses to negative doubles are:
        1) minimum bid (below game) with < 16 points, not forcing
        2) jump bid with 16-18 points, not forcing
        3) Cue bid of the opponent's suit 19+ points, forcing to game.
        4) Pass (rare) for penalties.
All rebids by negative doubler below game are not forcing except for cue bid of
the opponent's suit.
 
With a negative double, partner is no  longer  able  to  double  for  penalties.
Therefore,  when  an  opponent's suit overcall is followed by two passes, opener
should try to reopen with a double with 2 or less cards in the opponent suit, as
partner might have passed with a good hand for penalties. 
 
If RHO makes a takeout double:
    1D -- (Double) -- 1H, 1S = forcing, point count not limited.
                   -- 2C = non-forcing (6-10 points, usually a six-card
                           suit).
                   -- 2NT = limit raise (at least 10 points) -- or
                            better.
                   -- Redouble = 10 points or more, but it is better to
                                 make a more descriptive bid of 1H, 1S,
                                 or 2NT with the appropriate hand.
                   -- 3D = Preemptive, good trump support but fewer
                           than 10 points.
 
A responder's jump shift after a double is to play:
    1D -- (Double) -- 2H, 2S, 3C = six-plus-card suit, like a weak
                                   two-bid or preemptive three-bid.
 
Responses to takeout double after opponent passes are:
        minimum bid = 0-9 points
        1NT = 6-10 points, balanced, stopper in opponent's suit
        Jump bid = 10-12 points, not forcing
        2NT = 10-12 points, stopper in opponent's suit, no 4 card major
        Cue bid = 13+ points or 10-12 with two 4 card majors
        3NT = 13-16 points
        Double jump = less than 10 points, 6 card suit, preemptive
        Pass (rare) = 5+ cards in opponent's suit (worth 3 tricks)
 
Rebid by takeout doubler after minimum response:
        Pass = 15 points or less
        Raise = 16-18 points and 4 card support, 18-20 points if raise
               is at 3 level in non-competitive auction.
        Jump raise = 18-20 points, 4 cards
        New suit = 18-20 points, 5+ cards (less points if also has 4 card
               unbid major)
        New jump suit = 6 card self sufficient suit, strong hand, not forcing
        1NT = 18-20 points
        2NT = 19-21 points if non-jump, 21-22 points if jump
        3NT = shows 9 tricks
        Cue bid = 21+ points, slam interest
 
A direct double of 1NT opening is for penalty, with a hand as good as 1NT opener
i.e.    17  points  against strong 1NT, and 1 or 2 points less against weak 1NT.
After a pass, responder should pass with balanced hand, or bid 2 of a suit  with
a  weak  distributional  hand.  A jump response shows a good distributional hand
with 8+ points (6+ against weak 1NT), invitational to game.  If responder to 1NT
bids,  the X responder can:  X for penalty, forcing pass, cue bid for takeout in
other suits, or bid normally. 
 
Here are some guidelines as to when an X is penalty.  Be wary  of  doubling  the
opponents for penalty on the strength of partner's overcall. 
 
1. When the X is made late in the auction:  i.e. 1S-P-2S-P-4S-X. 
2. When the X's partner has accurately described both his strength and
   distribution.
3. When either partner has XX'ed earlier.
4. When either has earlier made a penalty X or a penalty pass of a takeout X.
5. When an artificial bid has been X'ed.
6. When the major suit response to a preempt has been X'ed.
7. In borderline cases, when the X'er is behind the original bidder.
 
A redouble can have one of three meanings:
 
To play if:
 
    Your side is at the four level or higher:
        4S -- (Double) -- Redouble = Penalty:
 
    The opponents double an artificial bid:
        1NT -- (Pass) -- 2D -- (Double)
        Redouble = Penalty. good diamond suit;
 
A good hand if their double is for takeout:
    1S -- (Double) -- Redouble = 10+ points;
 
SOS, requesting a different suit, if your side is doubled for penalty in a trump
suit at the three level or lower: 
    1D -- (Pass) -- Pass -- (Double)
    Pass -- (Pass) -- Redouble = SOS, responder can support at least
        two of the unbid suits.
 
Unless otherwise noted elsewhere, any bid or double by the opponents  cancels  a
convention intended for non-competitive sequences. 
 
    Examples: 1H -- 1S -- 2NT = Natural (12-14 HCP).
              2C -- Double -- 2D = Natural and Positive.
 
If the opponents use a convention (such as Michaels or the unusual notrump), you
can  double  to  show  at  least 10 points, or you can cuebid one of their shown
suit(s) to force to game. 
    1S -- (2S) -- 3H = game force.
               -- Double = at least 10 points, probably balanced.
 
A forcing pass is used when opponents  are  clearly  competitively  bidding  for
preemptive  reasons  and  you  are unsure if you should X or bid higher (usually
past game).  A pass forces partner to either X or bid. 
        
DEFENSIVE LEADS AND SIGNALS
 
This is the one area where choices are offered.  The  following  are  specified:
Defensive  signals  when  following suit or discarding are "high encourages, low
discourages." Leads are top of  touching  honors  (with  choices  from  AKx  and
interior sequences). 
 
Pairs must choose from the following options. Where no  card  is  pre-marked  in
bold italics, pairs must mark their leads. 
 
    . Which card is led from AKx.
    . Which card is led from xxx, xxxx or xxxxx.
    . Whether 4th best, or & 5th best leads are used.
    . Whether 3rd best is led from KJ10x, K109x, or Q109x, (and from
      AJ10x or A109x versus NT). Must be indicated by circling the card
      led.
    . Whether or not frequent count signals are given.
 
It is Declarer's responsibility to look at opponents' carding agreements. In the
absence of a circle, cards in bold italics are presumed to be the agreement. 
 
 
Mark London
MRL@PFC.MIT.EDU